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Don't :P Where You Eat


It is common for us petty engineers to hold our knowledge and abilities in high esteem. When we practice a trade that can only be known to the common person through weeks, months, or years of learning and training, such a thing is to be expected. However, because of this, and because of the competitive nature of humans, we often lose sight of the fact that this knowledge is merely a product of our own circumstances, and has come at a price for all of us.

That price can be measured in time, effort, and sometimes even in a literal sense (for those who have invested money in an education). However, the fact that we were able to pay the price and had the will to do so is nothing to be proud of. It's merely been a part of who we are, and a part of our natural circumstances in this world. If we lose sight of this, we will begin to :P uncontrollably. Read more...


...And a Happy New Year


There's a new version of Scarlet up. This one has a lovely new feature called "Ultra-shot". It allows you to take massive multi-sampled renders of models (if your graphics hardware supports it) and export them to PNG files. It also saves the depth mask into the alpha channel, so you have a nice anti-aliased cutout layer for your render.
Merry Christmas!
I made this fantastic and wonderful Christmas wallpaper in celebration. I apologize if it makes you collapse and/or cry tears of blood.


I'll Swizzle Your Face


I've been quite aware that my GIM de-swizzling has been pretty busted for a while now. I totally brute-forced it by looking at my raw RGBA pixel output and re-arranging pixel chunks based on bit depth conditions and all of this other crap, having no idea what in the hell was actually going on with the data. So I decided it was time to actually make it work right across the board. I figured this is a problem that had been solved 100 times over, so I went digging into the community-maintained pspdev SDK and its documentation, and what did I find? Swizzling (and de-swizzling) routines that were completely broken across varying image bit depths. Read more...


It's Alive


As you'll know if you were bothering to read the comments and updates on that last post, I went back and got GMO animations working. I just found yet another animation data track type. Radians.

There was also a bug wherein entire surfaces that are weighted to a single bone were not actually transforming correctly (since they lack reference bone base pose matrices, my parser was confused). A number of models that looked like they were just single parts, as well as attachment models and bolt-ons (things that typically look like they are static meshes in themselves), bolt to skeletons correctly. Before I trail on, the new mesh2rdm with these additions/fixes (v3.5) is here. Read more...


Texture Adventure


Jeanne d'Arc Map Today, I found myself pondering some of the loose ends from my GMO exploration. I'm not really sure what brought it back up to the surface, but I decided to go ahead and take a break from the main project and have at it.

Before I go on, you can get the new version of mesh2rdm (v3.0) here. This version mainly includes, as you might guess from the subject matter of the post, GMO-related texture fixes and additions. The biggest change is probably that all of the DXT-compressed GIM's can now be properly viewed. Read more...


I Come in Pieces


Them I've just put up a new version of mesh2rdm (v2.6) here. This version has a few bug fixes, and a bunch of new stuff pertaining to skeletal processing and modification.

I'll also take this opportunity to officially state that I am no longer supporting or fielding questions for mesh2rdm, mainly because it's too much effort. However, I will continue to release updates and maintain it (as I have been for the past several years), for myself and the 2 to 3 other people that actually use it for its originally intended purpose. Read more...


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